Josh Bycer's Blog
For more than seven years, I have been researching and contributing to the field of game design. These contributions range from QA for professional game productions to writing articles for sites like Gamasutra and Quarter To Three.
With my site Game-Wisdom our goal is to create a centralized source of critical thinking about the game industry for everyone from enthusiasts, game makers and casual fans; to examine the art and science of games. I also do video plays and analysis on my Youtube channel. I have interviewed over 500 members of the game industry around the world, and I'm a two-time author on game design with "20 Essential Games to Study" and "Game Design Deep Dive Platformers."
The debate over difficulty in videogames continues to rage, and for today's post, I want to try, once and for all, to explain that difficulty is not a part of accessibility, but an essential element designers need to take note of.
The Dark Souls series has become popular for many reasons, but for today's post, I want to talk about how its use of boss designs has redefined the enemy, and how developers are playing catch up today with it.
A subgenre of strategy games, optimization/logistics games have attracted fans to a different kind of gameplay and thinking that I wanted to talk about today.
Horror is one of the trickiest genres to design a game around and the pacing of a game is often the hardest part. For this post, I want to talk about how most horror games tend to run out of steam before the end, and where things can be improved.
Marketing is an increasingly important part of game development, and your store page is crucial for getting new people interested in your game. For this post, I'm breaking down the areas you need to focus on when building an attractive store page.
Today's post is a wake-up call for the industry when it comes to understanding the basic rules and structure of game design, and what can happen if you choose to ignore the "science" of the "art and science of games".
Josh Bycer's Comments
[Blog - 07/07/2021 - 10:45]
I tried Workers when it ...
I tried Workers when it first went on early access and found the onboarding lacking, have things improved along those lines since then
[Blog - 07/01/2021 - 10:19]
There is a section in ...
There is a section in my upcoming book specifically talking about horror in non-horror properties and I include one of two horror in non horror surprises from the 80 's that scarred a lot of people when they first saw it :
[Blog - 06/09/2021 - 10:14]
glad I could help, I ...
glad I could help, I want to explore this idea of scientifically looking at game design more in the future.
[Blog - 04/14/2021 - 10:53]
if that 's the worse ...
if that 's the worse sentence you have ever read in a blog, then you need to read more blogs And this is not a point of argument anymore, the same with the argument over paid cosmetics in f2p design.
[Blog - 03/29/2021 - 11:55]
We had a talk about ...
We had a talk about this further on my live gamedev streams, and I think the best analogy would be something like a public library, with funding coming from the government, or a third party, with the role of cataloging, maintaining and providing these games as a free service for ...
[Blog - 01/26/2021 - 09:10]